React-native-gesture-handler: react native gesture handler not working with modal in Android

Created on 9 Nov 2018  路  3Comments  路  Source: software-mansion/react-native-gesture-handler

```import React, { Component } from 'react';
import {Modal, StyleSheet, View,Dimensions} from 'react-native';
import {
PanGestureHandler,
State,
PinchGestureHandler,
} from 'react-native-gesture-handler';

import Animated, { Easing } from 'react-native-reanimated';
import PropTypes from 'prop-types'

// setInterval(() => {
// let iters = 1e8,
// sum = 0;
// while (iters-- > 0) sum += iters;
// }, 300);

const {
set,
cond,
eq,
or,
add,
sub,
pow,
min,
max,
debug,
multiply,
divide,
lessThan,
spring,
defined,
decay,
timing,
call,
diff,
acc,
not,
abs,
block,
startClock,
stopClock,
clockRunning,
Value,
Clock,
event,
} = Animated;

function scaleDiff(value) {
const tmp = new Value(1);
const prev = new Value(1);
return [set(tmp, divide(value, prev)), set(prev, value), tmp];
}

function dragDiff(value, updating) {
const tmp = new Value(0);
const prev = new Value(0);
return cond(
updating,
[set(tmp, sub(value, prev)), set(prev, value), tmp],
set(prev, 0)
);
}

// returns linear friction coeff. When value is 0 coeff is 1 (no friction), then
// it grows linearly until it reaches MAX_FRICTION when value is equal
// to MAX_VALUE
function friction(value) {
const MAX_FRICTION = 5;
const MAX_VALUE = 100;
return max(
1,
min(MAX_FRICTION, add(1, multiply(value, (MAX_FRICTION - 1) / MAX_VALUE)))
);
}

function speed(value) {
const clock = new Clock();
const dt = diff(clock);
return cond(lessThan(dt, 1), 0, multiply(1000, divide(diff(value), dt)));
}

const MIN_SCALE = 1;
const MAX_SCALE = 2;

function scaleRest(value) {
return cond(
lessThan(value, MIN_SCALE),
MIN_SCALE,
cond(lessThan(MAX_SCALE, value), MAX_SCALE, value)
);
}

function scaleFriction(value, rest, delta) {
const MAX_FRICTION = 20;
const MAX_VALUE = 0.5;
const res = multiply(value, delta);
const howFar = abs(sub(rest, value));
const friction = max(
1,
min(MAX_FRICTION, add(1, multiply(howFar, (MAX_FRICTION - 1) / MAX_VALUE)))
);
return cond(
lessThan(0, howFar),
multiply(value, add(1, divide(add(delta, -1), friction))),
res
);
}

function runTiming(clock, value, dest, startStopClock = true) {
const state = {
finished: new Value(0),
position: new Value(0),
frameTime: new Value(0),
time: new Value(0),
};

const config = {
toValue: new Value(0),
duration: 300,
easing: Easing.inOut(Easing.cubic),
};

return [
cond(clockRunning(clock), 0, [
set(state.finished, 0),
set(state.frameTime, 0),
set(state.time, 0),
set(state.position, value),
set(config.toValue, dest),
startStopClock && startClock(clock),
]),
timing(clock, state, config),
cond(state.finished, startStopClock && stopClock(clock)),
state.position,
];
}

function runDecay(clock, value, velocity) {
const state = {
finished: new Value(0),
velocity: new Value(0),
position: new Value(0),
time: new Value(0),
};

const config = { deceleration: 0.99 };

return [
cond(clockRunning(clock), 0, [
set(state.finished, 0),
set(state.velocity, velocity),
set(state.position, value),
set(state.time, 0),
startClock(clock),
]),
set(state.position, value),
decay(clock, state, config),
cond(state.finished, stopClock(clock)),
state.position,
];
}

function bouncyPinch(
value,
gesture,
gestureActive,
focalX,
displacementX,
focalY,
displacementY
) {
const clock = new Clock();

const delta = scaleDiff(gesture);
const rest = scaleRest(value);
const focalXRest = cond(
lessThan(value, 1),
0,
sub(displacementX, multiply(focalX, add(-1, divide(rest, value))))
);
const focalYRest = cond(
lessThan(value, 1),
0,
sub(displacementY, multiply(focalY, add(-1, divide(rest, value))))
);
const nextScale = new Value(1);

return cond(
[delta, gestureActive],
[
stopClock(clock),
set(nextScale, scaleFriction(value, rest, delta)),
set(
displacementX,
sub(displacementX, multiply(focalX, add(-1, divide(nextScale, value))))
),
set(
displacementY,
sub(displacementY, multiply(focalY, add(-1, divide(nextScale, value))))
),
nextScale,
],
cond(
or(clockRunning(clock), not(eq(rest, value))),
[
set(displacementX, runTiming(clock, displacementX, focalXRest, false)),
set(displacementY, runTiming(clock, displacementY, focalYRest, false)),
runTiming(clock, value, rest),
],
value
)
);
}

function bouncy(
value,
gestureDiv,
gestureActive,
lowerBound,
upperBound,
friction
) {
const timingClock = new Clock();
const decayClock = new Clock();

const velocity = speed(value);

// did value go beyond the limits (lower, upper)
const isOutOfBounds = or(
lessThan(value, lowerBound),
lessThan(upperBound, value)
);
// position to snap to (upper or lower is beyond or the current value elsewhere)
const rest = cond(
lessThan(value, lowerBound),
lowerBound,
cond(lessThan(upperBound, value), upperBound, value)
);
// how much the value exceeds the bounds, this is used to calculate friction
const outOfBounds = abs(sub(rest, value));

return cond(
[gestureDiv, velocity, gestureActive],
[
stopClock(timingClock),
stopClock(decayClock),
add(value, divide(gestureDiv, friction(outOfBounds))),
],
cond(
or(clockRunning(timingClock), isOutOfBounds),
[stopClock(decayClock), runTiming(timingClock, value, rest)],
cond(
or(clockRunning(decayClock), lessThan(5, abs(velocity))),
runDecay(decayClock, value, velocity),
value
)
)
);
}

const WIDTH = 300;
const HEIGHT = 300;

class Viewer extends Component {
pinchRef = React.createRef();
panRef = React.createRef();
constructor(props) {
super(props);

// DECLARE TRANSX
const panTransX = new Value(0);
const panTransY = new Value(0);

// PINCH
const pinchScale = new Value(1);
const pinchFocalX = new Value(0);
const pinchFocalY = new Value(0);
const pinchState = new Value(-1);

this._onPinchEvent = event([
  {
    nativeEvent: {
      state: pinchState,
      scale: pinchScale,
      focalX: pinchFocalX,
      focalY: pinchFocalY,
    },
  },
]);

// SCALE
const scale = new Value(1);
const pinchActive = eq(pinchState, State.ACTIVE);
this._focalDisplacementX = new Value(0);
const relativeFocalX = sub(
  pinchFocalX,
  add(panTransX, this._focalDisplacementX)
);
this._focalDisplacementY = new Value(0);
const relativeFocalY = sub(
  pinchFocalY,
  add(panTransY, this._focalDisplacementY)
);
this._scale = set(
  scale,
  bouncyPinch(
    scale,
    pinchScale,
    pinchActive,
    relativeFocalX,
    this._focalDisplacementX,
    relativeFocalY,
    this._focalDisplacementY
  )
);

// PAN
const dragX = new Value(0);
const dragY = new Value(0);
const panState = new Value(-1);
this._onPanEvent = event([
  {
    nativeEvent: {
      translationX: dragX,
      translationY: dragY,
      state: panState,
    },
  },
]);

const panActive = eq(panState, State.ACTIVE);
const panFriction = value => friction(value);

// X
const panUpX = cond(
  lessThan(this._scale, 1),
  0,
  multiply(-1, this._focalDisplacementX)
);
const panLowX = add(panUpX, multiply(-WIDTH, add(max(1, this._scale), -1)));
this._panTransX = set(
  panTransX,
  bouncy(
    panTransX,
    dragDiff(dragX, panActive),
    or(panActive, pinchActive),
    panLowX,
    panUpX,
    panFriction
  )
);

// Y
const panUpY = cond(
  lessThan(this._scale, 1),
  0,
  multiply(-1, this._focalDisplacementY)
);
const panLowY = add(
  panUpY,
  multiply(-HEIGHT, add(max(1, this._scale), -1))
);
this._panTransY = set(
  panTransY,
  bouncy(
    panTransY,
    dragDiff(dragY, panActive),
    or(panActive, pinchActive),
    panLowY,
    panUpY,
    panFriction
  )
);

}
render() {
// The below two animated values makes it so that scale appears to be done
// from the top left corner of the image view instead of its center. This
// is required for the "scale focal point" math to work correctly
const scaleTopLeftFixX = divide(multiply(WIDTH, add(this._scale, -1)), 2);
const scaleTopLeftFixY = divide(multiply(HEIGHT, add(this._scale, -1)), 2);
return (
ref={this.pinchRef}
simultaneousHandlers={this.panRef}
onGestureEvent={this._onPinchEvent}
onHandlerStateChange={this._onPinchEvent}>

ref={this.panRef}
avgTouches
simultaneousHandlers={this.pinchRef}
onGestureEvent={this._onPanEvent}
onHandlerStateChange={this._onPanEvent}>
style={[
styles.image,
{
transform: [
{ translateX: this._panTransX },
{ translateY: this._panTransY },
{ translateX: this._focalDisplacementX },
{ translateY: this._focalDisplacementY },
{ translateX: scaleTopLeftFixX },
{ translateY: scaleTopLeftFixY },
{ scale: this._scale },
],
},
]}
resizeMode="stretch"
source={this.props.source}
/>




);
}
}

export default class ImageView extends Component {
render() {
return (


);
}
}

ImageView.propTypes = {
imageSource:PropTypes.any
};

const styles = StyleSheet.create({
container: {
flex: 1,
justifyContent: 'center',
alignItems: 'center',
backgroundColor: '#F5FCFF',
},
wrapper: {
overflow: 'hidden',
},
image: {
width:Dimensions.get('window').width,
height:Dimensions.get('window').height,
backgroundColor: 'black',
},
});```

All 3 comments

Duplicated of #139

use View instead of Modal !

@yasahmed, somewhere like my project you should use the Modal because some absolute areas are on the screen and the Pan should appear on the top of them.

In my case, I must use the Modal, but I didn't find a solution yet.

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